Spell

The cleric of Fire is a big concept, and one that deserved the cleric of a belief. My hope is that it’s replacement domain effects let both the pyromaniac and the believers of the fire of life coexist. This also contains a dangerous spell that spreads fire like it’s namesake, Wildfire.

Guardian of the Blessed Flame (Cleric Archetype)

Hope of the Eternal Flame
Fire does not discriminate, it purifies everything that it touches. A Guardian of the Blessed Flame cannot use spells that distinguish between members of the faith. If such spells can function on non-members of the faith, all creatures are considered non-members. A Guardian of the Eternal Flame must have a neutral component of his alignment.

Touch of Purification (Su)
Whenever you cast a Conjuration (Healing) spell on a target that is affected by a poison or disease, roll d20 + Cleric Level + Charisma modifier against the disease or poison with the highest Save DC. If you beat the save DC, the effect is immediately removed.

Whenever you damage a creature with a Fire or Negative energy spell or with Channel Energy, and that creature is brought below 0 hp, they must immediately roll a Fortitude save (DC 10 + 1/2 Cleric level + Charisma modifier). If they fail, they are immediately burned into ash. This is an affect that affects objects.

Purging Flames
A Guardian of the Blessed Flame cannot choose to heal with his channel energy. Channel energy’s damage is fire damage, and every odd cleric level after 1st, channel gains 3d6 damage instead of 1d6. He can also change the saving throw to Reflex half. If he does so, the channel dice increases to d8s.

You can take feats that improve the Channel Energy feature, but this ability neither channels positive or negative energy.

Spontaneous Casting
This character cannot spontaneously cast cure or inflict spells. Instead, they spontaneously cast spells from the below list. If the spell is not normally on the cleric list, it is added to the list. This otherwise acts as the cleric’s spontaneous casting.

Scion of Fire
The Guardian of the Blessed Flame only gains the Fire domain. However, he gains the spells from any 2 subdomains of the Fire domain as domain spells. If he wants the other class features from a subdomain, he must replace features of the Fire domain as usual.

Flame Surge (Su)
At 1st level, the guardian of the Blessed Flame gains 2 extra channel attempts. He may also when he is preparing spells choose to sacrifice any number of his domain spell slots to gain a number of channel attempts equal to the total spell level of all spells sacrificed.

Flames of Innovation (Su)
At 5th level, you can bring to life the inner flame of a creature, raising them to incredible levels. As a standard action, you can choose 1 friendly creature within 30 feet to take 1d6 divine damage. If they take any damage from this, they are under the effect of Haste for 1 round. Until you take a free action to stop the damage, they continue to take the damage and gain the Haste effect.

At 8th level, you can have them take 2d6 damage to let them reroll any 1 d20 each round (of their choice). This damage is separate from the Haste effect.

At 11th level, you can have them take 4d6 damage to gain the benefit of any two combat feats that they qualify for the duration of this effect.

At 15th level, you can have them take 8d6 damage to gain 1 full round action each round. For the purposes of spellcasting, all damage from this ability is ongoing damage.

If you are the appropriate level, you can increase the damage taken to give multiple effects. For example, you can have the target take 5d6 damage to give them Haste, Point Blank Shot, and Precise Shot.

You call forth a massive wildfire which quickly spreads across from a point on the ground. This wildfire then passes across any flammable surfaces, slowburning their whole surface, even if the surface is outside of the spell’s radius. The spell does not instantly spread to living creatures (but see the further effect).

To a creature or object in any affected square, this spell does 1d6 fire damage per caster level (max 15d6). If you fail this save, you also catch on fire, making it where you are always in a square of this effect, even if you leave the area of the spell (Ref negates). A creature adjacent to a affected square (or within it), or a creature burning from this effect takes 1d6 fire damage per 2 caster levels (max 7d6) (Fortitude half).

Objects that are affected by this spell take 1d6 damage per 2 caster levels (max 7d6).

For every round that you concentrate on this spell, the radius expands 60ft. For every 2 rounds that you concentrate on this spell, the damage die for all damaging effects caused by this spell increases one size (Max 1d12).

When you cast this spell, choose one of cold, fire, electricity, or acid. You bring forth a barrier that absorbs a total of the first 8 damage/caster level (maximum 120 damage) of that type. This spell also gains that keyword. The target of that spell can use any energy absorbed in a few ways.

He can expend any amount of energy as part of casting an evocation to add 1/4th the energy expended in that damage type as part of the spell.

Can expend 7 energy as a swift action to be treated as armed for 1 round. His unarmed attack or melee weapon is treated as a weapon one size larger and gains a further 1d6 damage. All damage that that weapon inflicts
is of that element.

Can expend 30 damage as a standard action to not exist to a spell of that subtype for 1 round. You cannot be targeted by such a spell, nor are you affected by such a spell if you are within it’s area of effect, as if you weren’t even on the plane.

Expending energy does not restore the capacity of this ward, once the ward absorbs it’s maximum amount, it cannot prevent any more damage, although you can still expend energy.

One can only have one Elemental Siphon active on him at a time. If cast on a target with Protection from Energy, and this ward is the same element, 1/2 of the remaining capacity from Protection from Energy is added to this spell and Protection from Energy is immediately ended. This extra capacity does not count towards the 120 damage limit.

When you cast this spell, choose one of cold, fire, electricity, or acid. This spell also gains that keyword. You bring forth a ward that absorbs 100 plus 5 damage per caster level (no limit) damage of that type. The target of that spell can use any energy absorbed in a few ways.

You can use any of the effects of Elemental Siphon, as well as the following effects:

You can place a persistent aura around you as a free action on your own turn. For each 4 energy drained, you can choose to either do 1 damage of the warded element to every creature within 15 feet of you (no save) or negate 1 damage of the warded element to every creature within 15 feet of you. Unless you stop this aura as a free action on your own turn, it drains energy every round.

You can expend 50 energy as a swift action to do 1d6 damage per 2 caster levels of that energy’s damage within a 30 ft cone (Reflex negates).

You can expend 80 energy as part of casting an evocation spell of the same element as the ward to have that spell completely ignore elemental resistance (but not immunity).

You can expend 120 energy as a full-round action to summon Elementals as per Summon Monster VI. The elemental must match the type of the ward, and has a duration of 1 round per caster level.

The remaining capacity of this ward is how much energy the ward can absorb, thus spending energy increases the strength of the ward. If this ward attempts to absorb more than the maximum amount of energy, the ward immediately shatters and inflicts all of the stored damage onto the wearer (Fortitude half).

One can only have one Elemental Siphon or Reckless Elemental Siphon active on him at a time. If Protection from Energy and this spell are on the same subject, the newer spell is the first spell to take effect if the target is hit with a source of elemental damage.

The focus of the spells today are communication and tactics. First, though, an explanation of a new mechanic.

Save includes: Some spells in an attempt to affect a massive area, fall out of control and let creatures into the spell the caster originally didn’t want. A creature who is aware of the spellcast and is within the area of the spell can make the saving throw to be included in the spell if they were not already a target. If a spell requires each target to possess a focus, you are treated as having that focus if you succeed on the saving throw. For the purposes of Stalwart and Evasion, this is a Save negates spell, not a Save half, or Save partial spell.

Save includes is not appropriate for offensive spells, nor is it appropriate for buffs that are 1 target/caster level.

Save includes will be added to yesterday’s post later, and Arrow Cart and Grip on Life will both be edited with this mechanic.

As you cast the spell, you start writing on fresh parchment multiple sequences of up to 3 colors, and short phrases. These phrases can be up to 4 words long each. As each command that you write in has to be written in an arcane language, you can write up to 10 sequences per round. The spell continues to cast until 1 minute has passed, or until you stop writing in sequences, whichever happens later.

You, or any creature that you have entrusted when you cast the spell, can put forth a sequence of lights. All creatures affected will know that the lights are lit, and if they are of a sequence that was encoded into the spell, they simply know what the phrase attached was, even if they did not see the parchment and were not told. Until they act on the thought, the meaning of the flares cannot be found by abilities that read minds (like Detect Thougts). Although the message is delivered in a language that translates the phrase, it gives no extra insight on the intent.

The lights are visible out to the edge of the range, if the creature has line of sight to the origin of the spell. The lights do not necessarily need to be part of a sequence decided at the spell’s casting, allowing it to also send mundane messages.

Material Component: Parchment, where the commands are written as the spell is cast.

You quickly weave together a story of a group of common folk taking on an impossible situation. The story is pinned around having a certain tactic, which your group understands how to use just from hearing the story. All creatures that you target gain one teamwork feat that you have of your choice, even if they do not qualify for it. The creature also understands what it has to do to be able to use the feat.

Feat Requirement: You must have at least 1 teamwork feat to be able to cast this spell. A creature that succeeds on a DC 30 Use Magic Device or Knowledge (History) check can choose 1 teamwork feat that they qualify for. Whenever they use a spell with a teamwork feat requirement for the next month, whenever they succeed on this check, the feat chosen is the feat that the caster has for such a spell.

Special: If you have the Tactician class feature, you can gain this spell as a spell 1 level lower (unless your casting from the Adept spell list). This does not stack with Warcasting.

With a few waves of the flag of your army or a few words to the divine being you worship, you grant every creature within range a +10 ft enhancement bonus to overland speed. Also, when less than 1/2 of the creatures affected have to make Constitution checks to maintain a forced march, no creature has to make the check. If more than 1/2 of the creatures have to make it, you can either grant a +4 morale bonus on the check, or you can make a Fortitude save of the same DC. If you attempt and fail the Fortitude save, all creatures within the spell are affected by the forced march penalties.

Creatures must remain within the spell’s range of the focus to continue to gain the benefits.

Focus: A banner marked with the symbols of a deity or country. This can be the same banner used for the Cavalier’s Banner ability, and the banner can be magical in it’s own right.

You draw an intricate rune on the ground. All creatures with the same rune drawn on them (see Special) automatically stabilize when they fall unconscious. Also, any creatures that start bleeding are healed as per a heal check of 10 + caster level. Finally, such creatures gain a +10 bonus to their Fortitude saves against Coup de Grace and spells that target dying creatures (like Death Knell).

Special: Creatures to be affected must have a symbol inscribed matching the symbol drawn when the spell was cast. A permanent symbol must cost at least 1gp, although a tattoo from a class feature or feat can also satisfy this requirement.
A Life Mage can take this spell as a 4th level spell, although it is treated as a Necromancy (healing) spell.

With either a large bag or a covered wagon nearby, you start imagining the battlefield as you expect, and slowly finding the ley lines through the field. You then start directing your magic between the leylines and your cart. After this, all creatures you designate can reload their slings, bows, or crossbows as free actions, or their guns as move actions, through ammunition that is loaded on the cart. If the cart has multiple types of ammunition, loading through the cart turns into a move action (standard for guns). Rapid Reload and other features that affect the reload time cannot affect the reload time from this spell, and the free actions to reload are supplied by the spell, not by the archer.

The cart can be refilled with ammunition at any time, and if there is no ammunition within the cart, no creature can use it to reload their weapons. Magic and special material ammunition can be loaded it, but each separate material and each different enchantment counts as a type of ammunition.

If the cart is damaged, the spell is disrupted for 1 round. If the cart moves more than 30 feet from it’s original position, the spell immediately ends.

The concept is simple today, D&D, and most of the material written for it, lives on the scale of the 4-5 man party and the dungeon crawl. However, these spells take a different approach, trying to end up on the scale of armies. In general, Adepts and Bards as 6 level casters will get these at the same time as the full casters without Warcasting, and cannot take Warcasting themselves.

[Warfare] Spells: Warfare spells are designed to be on the scale of the Battlefield, not just a small dungeon crawl. Although this is Pathfinder Material, assume these spells to be appropriate for the Warmage spell list, and the War Weaver can cast these spells 1 level earlier (like the Warcasting Feature, but without the drawbacks). In reference to current homebrew, [Warfare] spells are never considered opposition spells, even if they come from an opposition school.

All [Warfare] Spells cost a slot 1 level higher instead of 3 to Widen, and it does not cost a higher level spell slot to Enlarge a [Warfare] spell.

Warcasting: Any caster (other than an Adept) may take this feature. [Warfare] spells are spells 1 level lower, although all other spells are spells 1 level higher. This affects when it the spell can be first cast and learned. This cannot reduce a spell below 1st level.

A further update so I have mechanics all in one place. This mechanic does not apply to any spell on this post, but does apply to some [Warfare] spells posted later.

Save includes: Some spells in an attempt to affect a massive area, fall out of control and let creatures into the spell the caster originally didn’t want. A creature who is aware of the spellcast and is within the area of the spell can make the saving throw to be included in the spell if they were not already a target. If a spell requires each target to possess a focus, you are treated as having that focus if you succeed on the saving throw. For the purposes of Stalwart and Evasion, this is a Save negates spell, not a Save half, or Save partial spell.

Save includes is not appropriate for offensive spells, nor is it appropriate for buffs that are 1 target/caster level.

You put forth a wall that glimmers with a purple haze goes forth where you place it. Any attack that passes through this wall ignores DR/Magic and Regeneration that can be stopped by magic weapons. These attacks also have a 25% chance of hitting incorporeal creatures. Attacks gain no other benefits of being magic (like an enhancement bonus).

A creature that passes through the wall has their weapons, natural attacks, and unarmed strikes gain the above property for 1 round.

With a little focus, you place a wall that holds some of the planar energy of an aligned plane that you choose. When you cast this spell, choose an Alignment. This spell is that alignment, and any attack that passes through the wall can bypass Damage Reduction and Regeneration of that alignment. The attack gains no other benefits of a Holy, Unholy, Axomatic, or Anarchic weapons.

A creature not of the opposite alignment that passes through the wall has their weapons, natural attacks, and unarmed strikes gain the above property for 1 round.

Any weapon that is already aligned is allowed a Will Save. If it succeeds, the alignment of the attack doesn’t change, but otherwise, the wall’s alignment overrides the weapon’s alignment, and the Holy, Unholy, Axomatic, and Anarchic weapon properties are suppressed unless it matches the wall’s alignment.

A creature that is the opposite alignment that tries to pass through the wall must make a Will Save, and if it fails, the creature cannot pass through the wall as if it were a solid object for this round. The creature can attempt to pass through next round, but still must succeed at a Will save.

Mythic Spell: If you expend 1 use of Mythic power when casting this spell, attacks that pass through this wall can bypass DR/Mythic or DR/Epic, but only against creatures of the opposite alignment of this spell.

Hold Portal has gotten a reputation of being almost a joke spell. Intrinsically, it’s not a very evocative spell. It kinda jams up the door for a couple of minutes, and you have to hope it’s enough. At first look, powerwise, it feels right for a first level spell. However, as I really should talk about in a different post, first level spells need to feel powerful, if very limited. So, I’d like to take a different approach to Hold Portal, and make it feel more powerful

The caster links himself to a ward that channels his magical energy to hold a door tight. The door gains 5 hardness, and increases it’s break DC by 5. The door also gains temporary hit points equal to 5 + your caster level (max 15). Even transmutation spells used to try to bypass the door, like Knock or Passwall can be negated by succeeding on a Concentration check DC 15 + 2* the spell slot used for the spell (note unlike spell level, metamagic other than Heighten can increase this DC). [If you use Psionics, it forces a DC 15 + Power Points used from Metacreativity powers that affect the door]. If this check fails against Knock or Keysmith’s aid, Barricade Portal immediately fades, and you are stunned for 1 round.

Optional Focus: If this spell was cast with a Holy Symbol or an ornate door from a doll house (or a house meant for a creature at least 2 sizes smaller than you) worth at least 50 gp, whenever the door takes damage, the caster can take any amount of that damage instead of the door. This damage does not interrupt concentration on this spell.

Basically, this is supposed to be the equivalent of the caster stacking a bunch of things in front of the door. From here, he holds the portal tight, even when the siegers bring out the battle ram or their own mages. Tell me what you think.

Now that I’m running a Roguey Wizard, I feel like I need a few spells to help that aim. Gilded Hand is a neat little trick that can let you get your hands on the most expensive thing in that poor sap’s pockets, if you think you can focus on a hand moving on it’s own. Keysmith’s Aid is a version of Knock meant for people who actually are skilled in lockpicking.

After casting this spell, the first Sleight of Hand check that you make to pickpocket a creature that beats a DC 20 allows the caster to grab the most valuable item in the creature’s container. Magic items that have a limited number of charges (like a wand) are assumed that they have maximum possible charges. Items surrounded by more than 3 inches of wood, 1 inch of stone, or a small layer of lead are treated as the value of the outside container. Because of the awkwardness of the movement that this spell induces, a creature being pickpocketed by you gains +5 on their Perception check. Once you successfully pickpocket an item, this spell discharges.

Special: After choosing any subdomains, you may replace the 2nd level spell of the Trickery Domain with this spell. You must make this decision when you choose the Trickery Domain, and cannot change this decision outside of Psychic Reformation, Limited Wish, Wish, or Miracle.

After touching a door, you start quickly messing with the internal parts of a series of locks. You attempt a Disable Device, Craft(locks), or Profession(locksmith) check with a +5 bonus against every lock on the surface. You can take 10 on any or all of these disable device checks, even if under pressure. If this is used against an Arcane Lock, you are instead allowed to take 20 without increasing the time taken. All locks are undone in the same action of casting the spell and touching the door. Any traps that activate by picking or unlocking the locks do not activate.

Focus: A set of tools suitable for picking or making locks. You still gain all bonuses from the item that you use.